This channel is dedicated to exploring Unreal Engine and the Blueprint programming language that it uses. You can think of it as a companion to the API documentation as I try to cover the how and why for what things are used for when using the Blueprint system.
For everyone who wants to do this in a simpler cleaner way try this: So you have a bunch of coins, items, etc in your level. Assign a unique ID (number etc) to each of them ( if they're too many you can do with automatically with an EditorUtilityWidget with a function that will add it). Then whenever you interact(collect) with each of these objects or whatever they are, get their ID number and Add it to an array in the SaveGame. Then whenever you load the level again, inside the level blueprint at begin play, if loading the level and not new game, just use the GetAllActorsByClass or Interface, and then check if their ID Contains in the SaveGame array , and if so -> DestroyActor. This will do the job. And easily so.
So you literally have an array of structs which have actual object instances in them in your SaveGame? In blueprints. How? I don't get it, everywhere I looked they say you can't have objects in your SaveGame in blueprints. If someone has an insight or answer into this let me know.
I enjow the videos but find it difficult to find te videos I am looking for. Can you please add links to related videos of a type inside your video descriptions etc. It would help alot
question... if i have an object rotated as x0, y0, z -16.834499 ° .... what would the object orientation node return for that? I only ask because my material works fine when i use this for a spinning fan, but if i use this node for a packed level actor mesh... it rotates the wrong way because it no longer retains the model as its own seperate mesh with rotations and transforms. So i am trying to replace values with custom primitive data as a vector... but i have no idea the math of how it converts the editors rotation vlaues as an object orientation node.
brill tutorial thankyou Mathew! I'm planning to use a sphere to control location of the sphere mask however I'm trying to create a mask that blends one material to another using the BlendmaterialAttrivutes node in materials. I've noticed hardness doesn't work and I assume that's due to the way the blend works and it's either black or white only - what workaround would you suggest to be able to retain the full gradient within the alpha?
What was the thing, that you could control how much a character is pushed away when it tries to step? im sure there's such a thing, but unreal sometimes likes to hide stuff really out of sight...
Hey thanks from 5 year in the future check my new game I am making and this has just helped a ton. super simple and clearly explained, much appreciated!
Hi Mathew WTF is attach actor to component node HTF do i use the bool value to call the attachment condition without actually using the execution of the attachment between the two as if i already called the ATC node in a macro and now just wanna know HTF to call thay event without attaching again
As I see they changed it and now u can scale from 0 to 100 for any resolution. If someone struggled with synching the resolution scale with screen percentage like me try to set screen percentage value to 0 or remove it's rules from config file completely. then it will adjust to match the resolution scale value (DLSS turned off).
Quick tip because I was in this pickle🥒: In case anyone is checking to so if the trace hit anything with the 'Return Value' socket, be aware that it only returns true if the hit was BLOCKING not overlapped. This means it's not a great way to check to see if the hit was a success, I think a better check is more what Matt's doing here and check to see if the out hits array length is greater than 1.
Mathew you still there man ? 6 years into the future and this is such an amazing uncover ! Can we use this to extend the V-cam app to include camera pass through ? Cheers, b
Big question if you can help me with this... Assume that I'm in some sort of skill tree upgrade, and I can drag skills into my skill bar. I'm having a problem where, if I drag something, then exit the skill tree (Destroy it) and before dropping it, i still have the dragged skill. (it's still following the mouse) How would I fix that? PS: When exiting the tree, I get back to the "Set Input GAME ONLY" mode. (From player controller) Is there perhaps a way to FORCE DROP the widget? It's a very obscure problem, but i'm stuck with it...
I still don't understand the purpose of "key". Annnnnd since UE5 now it has 70% to not print on screen, which is very very lame when you try to print on screen
If anybody happens to be watching this now, you also need "trace complex" turned on in the line trace or sphere trace node for it to work. Wish I figured it out sooner